SatelliteOfLove
Member
Regarding "balance", I feel that arguing for absolute balance is detrimental to any game system, but ignoring the importance of balance is also a terrible idea. Ideally, what I want most out of game systems is the courage to innovate and present interesting mechanics, without feeling defective.
Many people tend to misunderstand balance imo. If the game systems can be broken via min/max, that isn't necessarily poor game balance, but rather a sign of systems designed to give the player the freedom to exploit. I don't feel that balancing a game tightly around min/max is ever a good idea because you end up with very functional but boring systems built entirely around mathematical tuning.
On the other hand, it is absolutely necessary for game systems to be well balanced for low-level and "default" play. A game without proper challenge that feels satisfying is letting down the potential of the game systems. If the player has no need to experiment and explore the potential of the game systems to progress, many won't bother. On the other hand if the challenge curve is too high and feels overwhelming, it also means the game systems are not being explained well enough and many players could give up without ever seeing their true potential.
In general I feel that games like Sakura Taisen tend to fall on the "too easy" end of the spectrum, while games like Resonance of Fate fall on the "too oblique" end. Many older dungeon crawlers and Dragon Quest games fall in the "too well balanced around min/max" category. I'm not saying these are bad games, I love all of those mentioned here, but it's important to recognize how balance can impact the game experience.
As long as it doesn't have a low ceiling reguarding breaking with it being incredibly breakable with minimal, obvious thought, I'm intrigued. No "Rolling Sobat! Shotgun Blast!" ad infinitum, really.
Many Atlus RPGs, particularly SMT, are rather tiring for this reason. You spend more time min/maxing than anything else. It can get rather tedious. It doesn't help that there are certain "hidden" game mechanics in the Min/Max scheme the game never tells you about either, which can really screw you up!
Odd, they've kinda been off that kick for a while. Sad, I miss the danger and intrigue.